3d lowpoly model of an automatic pistol with a silencer. Cartridge and magazine included. The length of the pistol without a silencer is 20,5 centimeters. The length of the pistol with a silencer is 35 centimeters. Operating principle: blowback, hammerless mechanism and cartridge with a heavy subsonic bullet.
This model is presented with textures without marking. To facilitate self-applying inscriptions and logos, the model comes with archives with project textures for Substance Painter. The designation of these archives begins with the prefix SP_
The design is completely author's, including the cartridge and its caliber, the appearance as well as its name. And it can be used in any projects without restrictions.
Technical specifications: The pistol model consists of 17 objects and contains 9083 points and 19162 polygons (after triangulation). The cartridge model consists of 2 objects and contains 439 points and 868 polygons (after triangulation). The magazin consists of 2 objects and contains 757 points and 1056 polygons (after triangulation). The silencer consists of 1 object and contains 468 points and 936 polygons (after triangulation). 3D models are not triangulated. The nonplanarity of the quads does not exceed 10 degrees. Format 3D models FBX, OBJ.
PNG texture format for PBR material. Textures are exported from Substance Painter in maximum quality. The model and textures are packed into an archive. The archive contains a model and three folders with textures. The Render folder contains 6 textures: AO, BaseColor, Height, Metalness, Roughness, Normal (GL) that can be used in most PBR renders. There are 3 textures in the UE4 folder: BaseColor, Normal (DX), OcclusionRoughnessMetallic. For the Unreal Engine. There are 3 textures in the Unity folder: BaseMap, MaskMap, Normal (GL), For the Unity engine.
Keep in mind that textures are not automatically loaded with the model. You need to import the model, create a material for it, and load the textures into the appropriate material settings channels. And for use in a game engine, you may need to optimize the textures: change the format, resolution, etc. The appearance of materials on the model depends on the way it is lit. To display metals, you need to use an HDRI map in lighting. Depending on the HDRI map used, the display of model materials may differ from the images in the presentation.